当前位置: X-MOL 学术IEEE Trans. Games › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Exergaming Training Experience for Children: A Systematic Review of Qualitative Assessments With Meta-Synthesis
IEEE Transactions on Games ( IF 2.3 ) Pub Date : 2022-06-13 , DOI: 10.1109/tg.2022.3181976
Maziah Mat Rosly 1 , Nor Aina Mohd Jai 2 , Nasrul Anuar Abd Razak 2 , Dorothy Dewitt 3
Affiliation  

Exergames are gaining popularity among children and youths. They are physically-demanding video games that require players to perform active tasks or sport-like actions for in-game control. The experiences described by relevant parties from verbatim interviews in exergaming training programs were systematically reviewed and meta-synthesized into the relevant themes. The experiences of parents, teachers, physiotherapists, children, and school administrators were taken into consideration in meta-synthesizing the themes emerging in this new form of physical activity. Four search engines were used: PubMed, IEEE Xplore, ACM Digital Library, and Scopus. Specific search terms were used and defined iteratively following the population: children and their accompanying parents/teachers/therapists, involved in exergaming intervention, comparison of several different exergame platforms and outcomes with qualitative measures. In total, 20 qualitative studies were included to form four central themes emerging from the review and synthesis: positive outcomes, barriers to implementation, reinforcing factors, and areas for improvements. Current views on the use of available exergame technologies were mostly positive, but its relatively new application draws concerns and skepticisms from various groups involved. At this stage, reinforcing factors such as funding, support, and policies play roles in the promotion of exergames as a type of physical education or training for children.

中文翻译:

儿童运动游戏训练经验:元综合定性评估的系统回顾

运动游戏在儿童和青少年中越来越受欢迎。它们是对体力要求较高的视频游戏,要求玩家执行主动任务或类似运动的动作来进行游戏内控制。对相关各方在运动游戏培训项目中逐字访谈所描述的经验进行了系统回顾,并将其元综合到相关主题中。在对这种新形式的体育活动中出现的主题进行元综合时,考虑了家长、教师、物理治疗师、儿童和学校管理人员的经验。使用了四个搜索引擎:PubMed、IEEE Xplore、ACM Digital Library 和 Scopus。根据人群反复使用和定义特定的搜索术语:参与运动游戏干预的儿童及其陪同父母/老师/治疗师,通过定性测量对几种不同的运动游戏平台和结果进行比较。总共纳入了 20 项定性研究,以形成审查和综合中出现的四个中心主题:积极成果、实施障碍、强化因素和需要改进的领域。目前对现有运动游戏技术的使用的看法大多是积极的,但其相对较新的应用引起了各个相关团体的担忧和怀疑。在这个阶段,资金、支持、政策等强化因素在运动游戏作为儿童体育教育或训练的一种形式的推广中发挥着作用。实施障碍、强化因素和需要改进的领域。目前对现有运动游戏技术的使用的看法大多是积极的,但其相对较新的应用引起了各个相关团体的担忧和怀疑。在这个阶段,资金、支持、政策等强化因素在运动游戏作为儿童体育教育或训练的一种形式的推广中发挥着作用。实施障碍、强化因素和需要改进的领域。目前对现有运动游戏技术的使用的看法大多是积极的,但其相对较新的应用引起了各个相关团体的担忧和怀疑。在这个阶段,资金、支持、政策等强化因素在运动游戏作为儿童体育教育或训练的一种形式的推广中发挥着作用。
更新日期:2022-06-13
down
wechat
bug